These are new rules written for the Xenkan army. Each unit has a special move that relates to the OTC, the idea being that an OTC is just a normal CC weapon, but in the hands of those trained to channel it's awesomeness, it will make the enemy shit blood.

Xenkan Warriors

Move: 5” (-2 armour)Skill: 1d6Armour: 4 (+4 armour)

Assault Tactics:Warriors get an extra CC attack as long as they didn’t perform an action last turn or a response action, and all their other actions this turn were CC attacks.

OTC Frenzy:When wielding an OTC, Warriors can attack twice on separate targets as long as both are within striking range, with Assault tactic they must decide who gets hit by the extra attack because they can’t hit a third target.

Xenkan Honour:If a warrior is the last of his force alive, he changes to the following base stats

Move: 7” (-2 armour)Skill: 1d10Armour: 2d6 (+4 armour)

They can now only perform CC attack actions, and must be within 5” of a fallen comrade at the end of his movement otherwise he can’t move, the exception is if he gains this ability and is not within reach of a fallen comrade, in which case he uses his action to move straight to within 5” of the closest fallen comrade. He can now perform ‘Honour’ Heroic feats. These rules don’t apply until the end of the action that would give him this ability (caught in an explosion).

Xenkan War Angels

Move: 7” (-2 armour)Skill: 1d8Armour: 1d10 (+4 armour)

CC Weapon Master:They may only use CC weapons. They get +1d6 CC skill, damage and armour.

OTC Whirlwind:When wielding an OTC, War Angels can perform a CC attack on anyone within reach

Flight Pack:Can enter battle by atmospheric insertion, They choose a position to land and roll a scatter (one with 1 direct hit mark) and 1d6, scattering that many inches in the scatter dice’s indicated direction. They can use the flight pack to ascend/ descend reasonable height instantly, they can use their turn to take off, then re-deploy later.

Lord Drekxlar

Move: 7” (-1 armour)Skill: 1d10Armour 2d6 (+2 armour)

Jump Pack:Can enter battle by atmospheric insertion, choose a position to land and roll a scatter (1 direct hit mark) and 1d6 scattering that many inches in the scatters indicated direction. He can use the Jump pack to ascend/ descend reasonable height instantly.

GeneralOfDeath wrote:My brain went numb reading the basic trooper stats... What were you smoking?

It was sniffing. See signature. I'll lose assault tactics and unrelenting. OTC moves will stay, because it wouldn't help against larger units such as tanks or heroes, and smart troop shuffling could easily counter it.